A veteran pilot, commander and survivor of Second Impact with a decade of experience under his belt, Wing Commander Raphael Guillory is a 'Vieille Guard'(Old Guard), one of the few soldiers in NERV's employment who can boast having engaged nearly every Angel, and survived- admittedly, with a high rate of vehicle loss. However, NERV considers the VTOL craft themselves replaceable- veteran pilots are somewhat less so. Despite the loss of many of his friends and subordinates in what appear to be futile battles, Guillory is nevertheless noted for his unswerving loyalty to NERV and its defence of the world.

Guillory is a consummate professional, and a good leader to his men. Since taking over field command of the elite Special Operations Service for NERV - and later the UEF - he has gained notoriety for his involvement in numerous raid and retrieval operations, particularly during the LN War.

In recent years his typically stony attitude has been slowly thawed by close relationships with Suzanne Sartre (Formally adopted), Rei Ayanami (Informally adopted) and Misato Katsuragi (Romantically linked). He is also noted for being fiercely protective of the other Ayanamis, along with a number of other super-powered young people that seem to flock to Evangelions like moths to a flame.

Until very recently he had been relegated to a form closely resembling Shinji Ikari after a series of AT Field catastrophes, but events in the wake of Iruel's attack on the Dorian saw him returned to his true form. His relief could not be overstated.

Vitals

Traits

Gain one conditional Fate Point to be used when facing a superior foe or exceptionally bad odds.

Fearless

-

Increase your Fearless trait by 1.

Drawbacks

Drawback

Subname

Effect

Duty of Care

Suzanne Sartre

If you ever believe this person to be in danger you must test WP-10 or rush to their aid, and you auto-fail if you can confirm they are in danger, although you gain a +20 to all tests in your frenzy. Should they be harmed you take 1 Insanity and a level of fatigue for 1 hour. Should they die or be permanently taken from you, you take 2d10+10 Insanity, you automatically fail any Trauma or Disorder tests and roll +50 on the Trauma table.

Traits

Trait

Subname

Effect

Favoured Tactics

Dynamic Aiming

Your subordinates may now aim (either full or half action) and then take a half move or reaction action without losing the benefits of the aim action. If they THEN fail to attack as their next action, the benefits of aim are lost.

Focused Charge

All subordinates gain a +10 bonus to any attempts to Charge an enemy.

Terrain Mastery

Reduce the penalties suffered from battling in difficult environments by 10.

Paragon

Resolution

You gain +5 Toughness. Once per round, you may spend a Fate Point to reduce the amount of Critical Damage suffered by you or a subordinate by half your TB, to a minimum of 1.

Wary

You gain +5 to Perception. You gain a +10 to Awareness and Scrutiny, and once per round, a subordinate may make an Awareness and Scrutiny test using your Characteristics, training level and any other bonuses; essentially as though you yourself had rolled.

Look of Eagles

You gain +5 to Fellowship. You may reroll Opposed tests using Fellowship or a Fellowship skill and take your preferred result.

Fearless

2

??

Resourceful

-

Whenever you spend Fate to add Degrees of Success to a test, you add +2 instead of +1; note this does not stack with future Fates.

Just Try Me

-

Whenever you take Insanity Damage, you reduce taken by an amount equal to your Willpower Bonus to a minimum of 1.

Shoftiel's Blessing

-

When taking Ego damage, reduce by WPB to a minimum of 1.

Leave None Alive

-

Gain Favoured Enemy (Terrorists).

Suzanne's Love

-

+1 Relationship Fate.

Paladin's Reconciliation

-

Raphael may reroll two WP checks per session. He also receives +5 to Strength, Intelligence and Fellowship.

Brevet Director

-

Raphael gains access to the OD class. His characteristic purchases are now based off the OD Advancement Table.

Scarred

Fellowship

-5 Fellowship.

Uncomfortable Memories

Injured Children

You now gain a Severe Disorder in regards to this trigger. Whenever it triggers, you must make a Disorder test; on a failure you take a -20 penalty to all tests so long as you are exposed to the trigger, plus another hour afterwards.

On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.

-

Buster

Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.

-

Cleaver

The attack gains +2 Penetration.

-

Crippler

Should the attack deal Critical Damage, then it deals +1 Critical Damage.

-

Overwhelm

After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.

-

Touché

Targets take a -20 penalty to dodge or parry this attack.

Elite Talents

Critical Strike

-

On an attack that both deals damage and is a confirmed Righteous Fury, you may spend fate; instead of gaining extra damage, you instantly deal 1d5 Critical Damage, which is not increased or decreased by talents; the effects of the critical damage are felt even if the target would ordinarily be immune to such effects.

Melee Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Furious Charge

-

You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).

Swift Attack

-

This talent permits use of the Swift Attack Action.

Unarmed Warrior

-

Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.

Ranged Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Covering Fire

-

Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.

CQC Gunplay

-

When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.

Deadeye Shot

-

You reduce the penalty to called shots and for shooting at long or extreme range by -10.

Hip Shooter

-

You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.

Rapid Reload

-

Weapon reload times are reduced by a half action.

Advanced Talents

Barrage

-

You may reroll a single Burst ranged attack per round and take the preferred result, and you increase your maximum hits when making a ranged Burst attack by one.

Crack Shot

-

You deal +2 critical damage with ranged attacks.

Gun Drill

-

You increase your maximum hits when making a ranged Burst attack by one.

Overcharge

-

Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing you pass a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.

Sharpshooter

-

You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.

Elite Talents

Assault Shooter

-

You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.

Eye of Vengeance

-

You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit. Furthermore, when you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.

Mighty Shot

-

You add half of BSB to ranged weapon damage, rounding down.

Stable Shooter

-

You gain the Auto-Stabilised Trait.

Storm of Iron

-

Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.

Personal Talents

Interpersonal Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Air of Authority

-

When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.

Eloquent

-

You may reroll Charm, Inquiry and Deceive tests and take the preferred result.

Advanced Talents

Follower

3

You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.

Galvanising Presence

-

When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests. Finally, any allies within range of you suffering from Mental effects already (Break, Fear, Pinning, Frenzy and others) may make an immediate free WP test to shake off the effects, with a +5 bonus per DoS on your Terrify test.

Inspirational

-

All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.

Elite Talents

Into the Jaws of Hell

-

Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.

Specialist Talents

Director Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

MAGI Command

-

So long as you possess access to a MAGI or equivalent system, then you gain access to the following Effects.

-

Cut Synch

As a Free Action, you may cut a subordinate Eva pilot's synch by 1-5d10; until the start of your next turn the pilot takes +20 to feedback, but must pass a WP test or only take half actions on their next turn.

-

Feedback Tampering

As a Free you may select IB amount of Construct pilots per round. Should the pilots take insanity or ego damage (from a source besides high Synch Ratio), they automatically incur feedback and can only take half actions next turn, but reduce damage taken by your IB, to a minimum of 1. Alternatively, you may spend a fate point; the pilot automatically fails their Feedback test and is stunned for 1 round, but insanity/ego damage is halved.

-

Precision Targeting

Half Action. Select one allied unit. For their next attack, they add your IB/2 to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.

-

Remote Care

Half Action: select a pilot and spend fate to remove one of the following from a single pilot: blood loss, the Daze or Stun status, or all fatigue. This requires the pilot to be in a Cockpit/Entry Plug and wearing a Plugsuit, or armour with Autodoc.

-

Surefire Ejection

You may spend fate as a reaction to force a Construct's cockpit to eject, with +40 on the ejection roll.

Promote Assistant

-

You can use MAGI Command effects without using fates or actions (although they must still be on your turn, unless the original talent is a Reaction) a number of times per mission equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.

Synchronized Maneuver

-

You gain two extra Formation Cards per battle.

Tactical Genius

-

You may spend fate to either allow a subordinate to reroll a test, taking their preferred result; or to add 1 degree of success to test.

Advanced Talents

Tactical Exemplar

-

At the start of each Campaign Turn, you may make an SL (Tactics) test. On a success and for each 3 DoS, you gain a free use of Tactical Genius.

Elite Talents

Tactical Legend

-

You may use the Tactical Genius talent once per round for free.

When Suddenly

-

Once per Campaign Turn, on an Investigation you are leading, you may spend Fate to have one of your Followers or another valid ally appear and join the Investigation; they may bring one armour, one weapon, and 2 tools with them. Alternatively, you may use this talent to instantly gain access to a piece of equipment that you would have had access to before the beginning of the Investigation. An Investigation may only benefit from When Suddenly once.

Support Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Able Assistant

-

Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40).

Combat Formation

-

When this character is present in a squad, the squad gains +1 Initiative, stacking with any other Combat Formation. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative.

Piloting Talents

Talent Name

Talent Sub-Title

Effect

Basic Talents

Adept Maneuvering

-

When your vehicle is successfully hit by an attack, you may take a free Operate test, whichever is appropriate. On a success you reduce damage after soak by 1, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.

Brace for Impact

-

When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or other situation (but not from direct enemy attacks, i.e a sniper shot at a pilot), may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.

Reduce Profile

-

When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well.